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In article , Peter Duniho wrote:
A number of games on the market today support online, peer-to-peer multiplayer gameplay. And with every single one, every time someone has a firewall or NAT router in the mix, there's trouble getting it set up. A few gamers are also network-savvy, but most are not. All recent games take into account the fact there will probably be a NAT router somewhere along the line because they are so common. *ALL* the ISPs here recommend a NAT router for their broadband connection, and when I lived in the US, NAT routers were certainly not the exception on a broadband connection even a couple of year ago. It is simply not true that "most Internet game servers are on co-located boxes". Most Internet game is done peer-to-peer, which means one of the players is actually the server. I have not played a single peer-to-peer FPS, undoubtedly one of the more popular genres of online games since FPS games stopped using IPX. I have not come across a single public gameserver or clanserver for games like UT, RTCW, Enemy Territory et al. hosted on a home server. Game companies will have to *adapt* if they want to listen to a port. Again, you simply do not understand the number of operating system components that act as servers, even if the user has not intentionally decided to be a big-time Internet server. Yes I do. They should be off by default. What's more of a problem: someone having to ask in a forum about how to forward 45835/udp, or the massive problem with spam and trojaned boxes we're stuck with now? It seems like the OS was far too usable for trojan writers, too. Again: games are not a huge problem. Especially compared with the ongoing problems with owned boxes. -- Dylan Smith, Castletown, Isle of Man Flying: http://www.dylansmith.net Frontier Elite Universe: http://www.alioth.net "Maintain thine airspeed, lest the ground come up and smite thee" |
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